﻿Hand_ArticleTwo = {
	type = character

	text = {
		trigger = { has_trait = maimed }
		localization_key = articleblank_article
	}

	text = {
		trigger = {
			NOT = { has_trait = maimed }
		}
		localization_key = articletwo_two
		fallback = yes
	}
}

HandHands = {
	type = character

	text = {
		trigger = { has_trait = maimed }
		localization_key = handhands_hand
	}

	text = {
		trigger = {
			NOT = { has_trait = maimed }
		}
		localization_key = handhands_hands
		fallback = yes
	}
}

Fist_ArticleBlank = {
	type = character

	text = {
		trigger = { has_trait = maimed }
		localization_key = articleblank_article
	}

	text = {
		trigger = {
			NOT = { has_trait = maimed }
		}
		localization_key = articleblank_blank
		fallback = yes
	}
}

FistFists = {
	type = character

	text = {
		trigger = { has_trait = maimed }
		localization_key = fistfists_fist
	}

	text = {
		trigger = {
			NOT = { has_trait = maimed }
		}
		localization_key = fistfists_fists
		fallback = yes
	}
}

ArmArms = {
	type = character

	text = {
		trigger = { has_trait = maimed }
		localization_key = armarms_arm
	}

	text = {
		trigger = {
			NOT = { has_trait = maimed }
		}
		localization_key = armarms_arms
		fallback = yes
	}
}

FootFeet = {
	type = character

	text = {
		trigger = { has_trait = one_legged }
		localization_key = footfeet_foot
	}

	text = {
		trigger = {
			NOT = { has_trait = one_legged }
		}
		localization_key = footfeet_feet
		fallback = yes
	}
}

EyeEyes = {
	type = character

	text = {
		trigger = { has_trait = one_eyed }
		localization_key = eyeeyes_eye
	}

	text = {
		trigger = {
			NOT = { has_trait = one_eyed }
		}
		localization_key = eyeeyes_eyes
		fallback = yes
	}

	# A case could be made for eyeeyes_blind, but since we don't differentiate between natural & induced blindness, it's safest/least discriminatory to assume that being blind doesn't mean you don't have eyes.
}

MaskFace = {
	type = character

	text = {
		trigger = { has_trait = disfigured }
		localization_key = maskface_mask
	}

	text = {
		trigger = {
			NOT = { has_trait = disfigured }
		}
		localization_key = maskface_face
		fallback = yes
	}
}

# E.g., for a vein bulging *behind* the mask rather than in it, or a frown twisting *behind* the mask rather than across it.
MaskFace_BehindIn = {
	type = character

	text = {
		trigger = { has_trait = disfigured }
		localization_key = maskface_behind
	}

	text = {
		trigger = {
			NOT = { has_trait = disfigured }
		}
		localization_key = maskface_in
		fallback = yes
	}
}

MaskFace_BehindAcross = {
	type = character

	text = {
		trigger = { has_trait = disfigured }
		localization_key = maskface_behind
	}

	text = {
		trigger = {
			NOT = { has_trait = disfigured }
		}
		localization_key = maskface_across
		fallback = yes
	}
}

SenseObserve_EyeTaste = {
	type = character
	random_valid = yes

	text = {
		trigger = { has_trait = blind }
		localization_key = senseobserve_taste
		fallback = yes
	}
	
	text = {
		trigger = {
			NOT = { has_trait = blind }
		}
		localization_key = senseobserve_eye
	}
}

SenseObserve_SenseSee = {
	type = character
	random_valid = yes

	text = {
		trigger = { has_trait = blind }
		localization_key = senseobserve_sense
		fallback = yes
	}
	
	text = {
		trigger = {
			NOT = { has_trait = blind }
		}
		localization_key = senseobserve_see
	}
}

SenseObserve_SeemLook = {
	type = character
	random_valid = yes

	text = {
		trigger = { has_trait = blind }
		localization_key = senseobserve_seem
		fallback = yes
	}
	
	text = {
		trigger = {
			NOT = { has_trait = blind }
		}
		localization_key = senseobserve_look
	}
}

SenseObserve_SenseEye = {
	type = character
	random_valid = yes

	text = {
		trigger = { has_trait = blind }
		localization_key = senseobserve_sense
		fallback = yes
	}
	
	text = {
		trigger = {
			NOT = { has_trait = blind }
		}
		localization_key = senseobserve_eye
	}
}

ActionTaps_ForeheadNose = {
	type = character
	random_valid = yes

	text = {
		trigger = { has_trait = disfigured }
		localization_key = actiontaps_forehead
		fallback = yes
	}
	
	text = {
		trigger = {
			NOT = { has_trait = disfigured }
		}
		localization_key = actiontaps_nose
	}
}

PartAglow_EyesFaceBody = {
	type = character
	random_valid = yes

	text = {
		trigger = {
			NOR = {
				has_trait = blind
				has_trait = one_eyed
			}
		}
		localization_key = partaglow_eyes
	}

	text = {
		trigger = {
			NOT = { has_trait = blind }
			has_trait = one_eyed
		}
		localization_key = partaglow_eye
	}
	
	text = {
		trigger = {
			has_trait = blind
			NOT = { has_trait = disfigured }
		}
		localization_key = partaglow_face
		fallback = yes
	}
	
	text = {
		trigger = {
			has_trait = blind
			has_trait = disfigured
		}
		localization_key = partaglow_body
	}
}

# "Get out of my sight" vs. "get away from me", if you're blind.
Saying_1p_SightAway = {
	type = character
	random_valid = yes

	text = {
		trigger = { has_trait = blind }
		localization_key = saying_1p_away
		fallback = yes
	}
	
	text = {
		trigger = {
			NOT = { has_trait = blind }
		}
		localization_key = saying_1p_sight
	}
}

# "Smiles" vs. "Seems to Smile", if you're wearing a mask.
Saying_3p_SmilesSeems = {
	type = character
	random_valid = yes

	text = {
		trigger = { has_trait = disfigured }
		localization_key = saying_3p_seems
		fallback = yes
	}
	
	text = {
		trigger = {
			NOT = { has_trait = disfigured }
		}
		localization_key = saying_3p_smiles
	}
}

# "Becomes aware" vs "catches sight", depending on blindness.
Saying_3p_AwareSight = {
	type = character
	random_valid = yes

	text = {
		trigger = { has_trait = disfigured }
		localization_key = saying_3p_aware
		fallback = yes
	}
	
	text = {
		trigger = {
			NOT = { has_trait = disfigured }
		}
		localization_key = saying_3p_sight
	}
}

GetFrostbittenBodyPart = { #intended for travel_danger.1011, to use it elswhere you would have to declare frostbite_bodypart variable with one of these flags: head/upper_body/lower_body and frostbite_severity variable with values 0-2.
	type = character
	text = {
		trigger = {	this.var:frostbite_bodypart ?= flag:head this.var:frostbite_severity ?= 1 }
		localization_key = bodypart_nose
	}

	text = {
		trigger = {	this.var:frostbite_bodypart ?= flag:head OR = { this.var:frostbite_severity ?= 0 this.var:frostbite_severity ?= 2 } }
		localization_key = bodypart_ear
	}

	text = {
		trigger = {	this.var:frostbite_bodypart ?= flag:upper_limb this.var:frostbite_severity ?= 2 }
		localization_key = bodypart_arm
	}

	text = {
		trigger = {	this.var:frostbite_bodypart ?= flag:upper_limb this.var:frostbite_severity ?= 1 }
		localization_key = bodypart_hand
	}

	text = {
		trigger = {	this.var:frostbite_bodypart ?= flag:upper_limb this.var:frostbite_severity ?= 0 }
		localization_key = bodypart_finger
		fallback = yes
	}

	text = {
		trigger = {	this.var:frostbite_bodypart ?= flag:lower_limb this.var:frostbite_severity ?= 2 }
		localization_key = bodypart_leg
	}

	text = {
		trigger = {	this.var:frostbite_bodypart ?= flag:lower_limb this.var:frostbite_severity ?= 1 }
		localization_key = bodypart_foot
	}

	text = {
		trigger = {	this.var:frostbite_bodypart ?= flag:lower_limb this.var:frostbite_severity ?= 0 }
		localization_key = bodypart_toe
	}
}

GetRandomBodyPart = { #use to get a random body part
	type = character
	random_valid = yes

	text = {
		localization_key = bodypart_nose
	}

	text = {
		localization_key = bodypart_ear
	}

	text = {
		localization_key = bodypart_arm
		fallback = yes
	}

	text = {
		localization_key = bodypart_hand
	}

	text = {
		localization_key = bodypart_finger
	}

	text = {
		localization_key = bodypart_leg
	}

	text = {
		localization_key = bodypart_foot
	}

	text = {
		localization_key = bodypart_toe
	}
}

GetGenderAlliteratingAnimal = {
	type = character

	text = {
		trigger = { is_female = yes }
		localization_key = animal_warthog
	}

	text = {
		trigger = {
			NOT = { is_male = yes }
		}
		localization_key = animal_monkey
		fallback = yes
	}
}

GetInjuredBodyPart = {
	type = character

	text = {
		trigger = { has_trait = one_legged }
		localization_key = missing_leg
	}

	text = {
		trigger = { has_trait = one_eyed }
		localization_key = eye
	}

	text = {
		trigger = { has_trait = blind }
		localization_key = eyes
	}

	text = {
		trigger = { is_eunuch_trigger = yes }
		localization_key = testacles
	}

	text = { # Mostly for scarred and maimed
		localization_key = face
		fallback = yes
	}
}

PermanentInjuryAdjective = {
	type = character

	text = {
		trigger = { has_trait = one_legged }
		localization_key = one_leggedness
	}

	text = {
		trigger = { has_trait = one_eyed }
		localization_key = one_eyedness
	}

	text = {
		trigger = { has_trait = blind }
		localization_key = blindness
	}

	text = {
		trigger = { is_eunuch_trigger = yes }
		localization_key = eunuchry
	}

	text = {
		trigger = { has_trait = maimed }
		localization_key = deformity
	}

	text = {
		localization_key = scarification
		fallback = yes
	}
}

GainedPermanentInjury = {
	type = character

	text = {
		trigger = {
			has_trait = one_legged
			is_female = yes
		}
		localization_key = lost_her_leg
	}

	text = {
		trigger = {
			has_trait = one_legged
			is_male = yes
		}
		localization_key = lost_his_leg
	}

	text = {
		trigger = {
			has_trait = one_eyed
			is_female = yes
		}
		localization_key = lost_her_eye
	}

	text = {
		trigger = {
			has_trait = one_eyed
			is_male = yes
		}
		localization_key = lost_his_eye
	}

	text = {
		trigger = {
			has_trait = blind
			is_female = yes
		}
		localization_key = lost_her_sight
	}

	text = {
		trigger = {
			has_trait = blind
			is_male = yes
		}
		localization_key = lost_his_sight
	}

	text = {
		trigger = { is_eunuch_trigger = yes }
		localization_key = became_a_eunuch
	}

	text = {
		trigger = { has_trait = maimed }
		localization_key = was_maimed
	}

	text = {
		localization_key = gained_permanent_scars
		fallback = yes
	}
}
